Guard

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Guard

Guard Statblocks

Guard

Guard

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 15 (Chain Shirt, Shield) Initiative +0 (10)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 10 +0 +0
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Cha 10 +0 +0

Skills Perception +2

Senses Passive Perception 12

Languages Common

CR 1/8 (25 XP; PB +2)

Actions

Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400ft., one target. Hit 6 (1d10 + 1) piercing damage.

Spear. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit 5 (1d8 + 1) piercing damage.

Sound the Alarm (1/day). The guard sounds the alarm if the alarm hasn't already been sounded. Each friendly creature that can hear the alarm within 60 feet gains 5 temporary hitpoints.

Reactions

Protection. When an ally within 5 feet is targeted by an attack or spell, the guard can make themselves the intended target of the attack or spell instead.

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Sergeant of the Watch

Sergeant of the Watch

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 15 (Chain Shirt, Shield) Initiative +0 (10)

HP 32 (5d8 + 10)

Speed 30 ft.

Mod Save
Str 14 +2 +2
Dex 11 +0 +0
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 10 +0 +0

Skills Perception +3

Senses Passive Perception 13

Languages Common

CR 1 (200 XP; PB +2)

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Call Reinforcements or Net.

Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400ft., one target. Hit 7 (1d10 + 2) piercing damage.

Spear. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 6 (1d8 + 2) piercing damage.

Call Reinforcements (1/day). The guard summons 5 (2d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Net (1/day). The guard throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 10 Strength save. On a failure, they are Grappled (escape DC 10) and Restrained while grappled in this way. The net has AC 10 and 10 hp.

Reactions

Overwatch (Recharge 4-6). When a hostile creature within 100 feet of the guard moves and the guard can see that movement, it can make a ranged attack against the target.

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Guard Captain

Guard Captain

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 19 (Splint Armor, Shield) Initiative +5 (15)

HP 84 (13d8 + 26)

Speed 30 ft.

Mod Save
Str 18 +4 +6
Dex 16 +3 +3
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 11 +0 +0

Skills Athletics +6, Perception +4

Senses Passive Perception 14

Languages Common

CR 4 (1,100 XP; PB +2)

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Call Reinforcements.

Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 15 (2d10 + 4) piercing damage.

Spear. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) piercing damage.

Call Reinforcements (1/day). The guard summons 12 (5d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Shocking Grenade (1/day). The guard hurls a Shocking Grenade at a point they can see within 30 ft. The grenade explodes in a 15 ft sphere. Each creature in the area must make a DC 12 Dexterity saving throw or take 25 (10d4) lightning damage. On a success, the creature takes half as much damage.

Reactions

Coordinated Strike. Whenever an ally within 5 feet misses an attack and the guard is within 5 feet of the target, the guard can use their reaction to make an attack against the target. This ability can only trigger once per round for each such group of allies with this trait.

Protection. When an ally within 5 feet is targeted by an attack or spell, the guard can make themselves the intended target of the attack or spell instead.

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Lord of the Watch

Lord of the Watch

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 21 (Plate Armor +1, Shield) Initiative +10 (20)

HP 170 (20d8 + 80)

Speed 30 ft.

Mod Save
Str 20 +5 +8
Dex 18 +4 +7
Con 18 +4 +7
Mod Save
Int 12 +1 +1
Wis 16 +3 +6
Cha 13 +1 +1

Skills Athletics +8, Perception +6

Senses Passive Perception 16

Languages Common

CR 8 (3,900 XP; PB +3)

Traits

Protect the Target. The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.

Legendary Prowess (2/day). The guard can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Call Reinforcements or Command the Attack.

Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400ft., one target. Hit 16 (2d10 + 5) piercing damage. On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn.

Spear. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 18 (3d8 + 5) piercing damage.

Call Reinforcements (1/day). The guard summons 22 (9d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Command the Attack (Recharge 5-6). The guard issues a command to all allied creatures within 30 feet. Creatures who can see or hear the guard can use their reaction to make a single weapon attack with advantage.

Bonus Actions

Potion of Healing (1/day). The guard consumes a Potion of Superior Healing and regains 28 (8d4 + 8) hitpoints.

Legendary Actions (2)

Call Reinforcements. The guard uses Call Reinforcements. It can't take this action again until the start of its next turn.

Charge. The guard moves up to half its speed and makes an Spear attack.

Command the Attack. The guard uses or attempts to recharge its Command the Attack ability. It can't take this action again until the start of its next turn.

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